Still crashing for mePiggyWhiskey wrote:I did an update for Factorio 0.12.12 or higher.
Sorry if I'm stepping on your toes Outsider
It's also on github for you. Not sure if I did that right though.
![Sad :(](./images/smilies/icon_e_sad.gif)
Still crashing for mePiggyWhiskey wrote:I did an update for Factorio 0.12.12 or higher.
Sorry if I'm stepping on your toes Outsider
It's also on github for you. Not sure if I did that right though.
Not stepping on any toes, really appreciate it since i have been busy with work, i will have a look and test and if all is good i'll merge the pull request.PiggyWhiskey wrote:I did an update for Factorio 0.12.12 or higher.
Sorry if I'm stepping on your toes Outsider
It's also on github for you. Not sure if I did that right though.
I didn't run into this issue before, but i think it's quite possible based on how the code that handles the network list is structured, unfortunately the logistic_network api doesn't return static indexes for networks, so i have to rely on using my own and this in turn is used to link the networks list to a network names list, still when i tested this it never actually changed the order the network info is sent from the api, even when i was going around adding new roboports and removing existing ones to mess with the networks structure.MainTango wrote:Anyone else having an issue where you have a couple of networks and after renaming them and playing for a while, they get all messed up and and the names get swapped around? Sorry if this has already been reported, haven't found anything about it after skimming through the last couple of pages.
I'm not exactly sure how to reproduce this, it just happens after playing for a while.
Playing on 0.12.11 with these mods:
- ALS 0.2.8
- Fat Controller 0.3.11
- EvoGUI 0.4.5
I don't have to change anything about the networks, it feels like it just happens randomly. Don't quote me on that though since I haven't done any extensive testing. When giving the different networks individual names, the name swapping happens pretty reliably after a short while. My main compound which I just called 'Main' usually keeps its name but then another random network gets renamed to 'Main' for some reason, so the name shows up in the list twice. As for the other small outposts, it's complete chaos. They swap names randomly, even old names show up, from networks that don't exist anymore. The other network stats like number of roboports and bots show up fine though, it's just the names that get messed up.Outsider wrote: Does this happen just randomly? or when you change something related to the network?
Do you have a personal roboport on you?
yeah i suspect it's the personal roboports that are messing things up, i did test with them but never tried removing/adding them.. i will have to do some testing and hopefully figure out a better way to handle the networks naming.MainTango wrote:I don't have to change anything about the networks, it feels like it just happens randomly. Don't quote me on that though since I haven't done any extensive testing. When giving the different networks individual names, the name swapping happens pretty reliably after a short while. My main compound which I just called 'Main' usually keeps its name but then another random network gets renamed to 'Main' for some reason, so the name shows up in the list twice. As for the other small outposts, it's complete chaos. They swap names randomly, even old names show up, from networks that don't exist anymore. The other network stats like number of roboports and bots show up fine though, it's just the names that get messed up.Outsider wrote: Does this happen just randomly? or when you change something related to the network?
Do you have a personal roboport on you?
I have several personal roboports in my suit, but whenever I'm in my main base, I take them out.
Yeah it should fix the issues you had, let me know how it goesMainTango wrote:Great news! Gonna check it out immediately.
The item requirement was removed a while ago, the mod should work with just the research, you should see the small green icon on the top left.Vile wrote:I tried this out for the first time tonight. After researching the tech, no new options were available to me (ie, I can't build the item). Attaching screenshot of the tech where you can see that it doesn't unlock anything.
Code: Select all
"dependencies": ["base >= 0.12.12", "? Natural_Evolution_Enemies"]
ThanksChoumiko wrote:I quickly glanced over the NE and ALS code:
NE seems to add the small-alien-artifact in data-final-fixes.lua
ALS creates the icons in data-final-fixes.lua
Mods are loaded in alphabetical order, unless a (optional) dependency dictates otherwise. So when ALS creates the icons, the small artifact doesn't exist.
Try making NE an optional dependency in info.json, so it get's loaded before ALSCode: Select all
"dependencies": ["base >= 0.12.12", "? Natural_Evolution_Enemies"]
Thanks, i'm not really sure what you mean by "be the default mod"?socramazibi wrote:Thank you for this Mod, I like, I should be default Factorio. Because I have a stock and I can know what I have in the database.
If I start a new game, which I must modify file to be the default mod? Thanks greetings
Google translate
Sorry, I mean not having to investigate anything, make it available from the start.Outsider wrote:Thanks, i'm not really sure what you mean by "be the default mod"?socramazibi wrote:Thank you for this Mod, I like, I should be default Factorio. Because I have a stock and I can know what I have in the database.
If I start a new game, which I must modify file to be the default mod? Thanks greetings
Google translate
Please make sure you are using the latest version of the mod, which is 0.2.10.digital_light wrote:I am getting an error D:. I try load a game (new or old) and it says trying to index global game (a nil value) in:
events:2
control:2
gui:3.
I would love to play this mod but it doesn't seem to like me. I am using factorio 0.12.20.